
data/core/editor/items.cfg defines the names for the items. The file is included by data/core/editor/_main.cfg, which has a #textdomain binding to wesnoth-editor at the top. The strings end up bound to that textdomain by the game, but wmlxgettext doesn’t have any way to see this so it binds them to the default textdomain instead, which is wesnoth, not wesnoth-editor. The game ends up looking for the strings in wesnoth-editor instead. The easiest solution right now is to explicitly bind items.cfg to the wesnoth textdomain so as to not require moving catalogue entries in the po files around to wesnoth-editor. It really should've been wesnoth-editor in the first place but it's too late to fix that now without giving translators a migraine. It's a pity either way given how useless the scenario editor is in practice. [ci skip]
About
The Battle for Wesnoth is an Open Source, turn-based tactical strategy game with a high fantasy theme, featuring both singleplayer and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures.
License
Please see the wiki for information regarding The Battle for Wesnoth's licensing:
https://wiki.wesnoth.org/Wesnoth:Copyrights
Installing
See INSTALL.md for instructions on how to build the game from source code.
More Information
For extensive documentation about all aspects of the game, see the official Battle for Wesnoth web site.
A (translated) description of how to play the game can be found in doc/manual/manual.*.html, or online at:
https://wiki.wesnoth.org/WesnothManual
The official Battle for Wesnoth Forums (with over 400,000 posts from more than 20,000 registered members) can be found at: